Teras Kasi Archive

Thread: Commandos more Effective at Melle than TKAs??!!!

Morik
Mon Sep 29, 2003 7:48 pm
#40

One last thing, dont say TKA will take commando, commando just runs or BRs away and wins. easy as cake.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
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Thank God for all of you non-FOTM TKMs
Valkari-TKM
Mon Sep 29, 2003 7:50 pm
#41

*if they fixed unarmed toughness to incorpate ranged defense, but who knows


*you missed my point previously, if the comando is supperior in the situation were the TK and the comando both do not wear armor, then if they both had the same armor on the TK is still at the disadvantage


*you talk about buffs, thats fine, apply all those drinks food and buffs but apply them to both, and tell me what one you would rather be in the shoes of, if you only had one chance to win, and everything was ridding on it.


*you seem to think alot of KD2, i dont it does more dmg then any other KD in the game, but its not anywhere near the high dmging style you seem to think it is. Dizzy hardly lands off it, and lunge doesn't casue somone to fall on their backs in agony for long peroids of time anymore.


* whats this 8m range ? last time i checked my range is 3m. oh you mean take off my VKs and do 1/2 the dmg, or try to re KD on a 30 second timer?



senario:


human TKM 60% composite, 2500 hp, 2500 action, 1500 mind


VS


human comando 60% composite, 2500hps, 2500action, 1500 mind


at 10-16m


FIGHT!


who wins this fight? a fight that is on the turf of the TK and to his ideal effectiveness. I no no doubt that the comando wins almost every time, no blind KD dizzy combo, unless really lucky is going to make a bit of diferance


BTW whats this about trying to kill a comando on the run with pistol. thats was hardly even worth comenting on it is so redicioulus.


dont bring up level of difficutly of both, you can take a comando and turn him master in less then two weeks of very limited effort. TKM is argueably one of the hardest professions to master in right now.





Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

LiquidForceMage
Mon Sep 29, 2003 7:50 pm
#42

LandonRyuu wrote:

Mister Heavy, if knowledge is power, than incorrect knowledge is weakness.

TKs cannot use full composite armor, we can't even hack padded, the encumberance is way too high, you obviously know nothing about our class, good bye.


no the armor smiths on you server blow

there are plenty of decent low HAM comp suits on intrepid

of course you cant spam UNH2 like most TKAs like to do but TKMs with comp can stand toe to toe with most humaniod NPCs



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dancnhomer
Mon Sep 29, 2003 8:23 pm
#43

Why do people have to be such jerks. He made his point, disagree with it or agree. I dont know why people need to get so upset and be vulgar and attack him personally, its a friggen video game.



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Falator
Mon Sep 29, 2003 8:30 pm
#44

umm commandos cannot kite anything if they want to actually hit something. The two main weapons of a commando, the heavy particle beam cannon and the flame thrower are both not effective kiting guns. The flame thrower has low accuracy and has the annoying habit to stop you when it fires. The heavy particle cannon can't really hit anything that isn't around 45m out because of the range mods on it.



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
LiquidForceMage
Mon Sep 29, 2003 8:30 pm
#45

b/c im at work and its late and i have nothing better to do except reading for class that i decided i would procrastinate on



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Valkari-TKM
Mon Sep 29, 2003 8:42 pm
#46






LiquidForceMage wrote:
nerf commandos

nerf calls go both ways

complain about one prof and they will complain about ours






Exactly what is so powerfull about us that would deem a nerf? are you telling me that because right now some melee class's are pathetic as hell, that TK needs to be nerfed down into the category. Are you suggesting that melee dont deserve the right to be as competative as somone with a gun?


maybe take away the ability to heal wounds, so no one in the game can revenge TEF a comando. perhaps comandos should have the sole right to send somone to the cantina in one fight.


maybe they could nerf our knock down so it does no dmg, that would be a double nerf though, because it costs 350 HAM, i challenge you to find another KD range or otherwise even half that.


maybe they could nerf our range. We already have 3m were other melee have 8m-10m. perhaps we should be zero, so we not only can't hit snakes and large creatures in PVE, that we can't hit anything in PVP.


maybe they could nerf our dmg. so if we use unarmed hit 3 vs composite in pvp we no longer do 200 dmg, but 50.


maybe they could nerf our over all damage, because with all those disadvantages compared with other class's who dont have them to our deggree or even at all, we should have our only trade off dmg per second nerfed down to what novis pistol does.


What exactly are you suggesting? that we are too powerfull? The only time we are powerfull is when we are in no threat of danger, and get to stand on top of somonthing unarmored and strike first. Im sure you can happen to find somone who stands in one spot, but the people i pvp agasint dont do that, and i end up just flaging myself out of lag, and getting caped half the time.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Valkari-TKM
Mon Sep 29, 2003 8:44 pm
#47






Falator wrote:
umm commandos cannot kite anything if they want to actually hit something. The two main weapons of a commando, the heavy particle beam cannon and the flame thrower are both not effective kiting guns. The flame thrower has low accuracy and has the annoying habit to stop you when it fires. The heavy particle cannon can't really hit anything that isn't around 45m out because of the range mods on it.





thats ok cause TKs can't hit anything thats moving, and in the case of the camando who doesn't move, and ive seen very few who stand there and let me hit them, its stil not certian. In alot of cases we lose, thats what people find frusterating.


if your complaing about acuracy, then perhaps share that woe on the pistol boards, they seem to talk alot about how not only they hit for 50 dmg but hit half the time.


all a comando has to do is move 2 feet to the left then back to the right, and we typicly can't hit them because we are 3m range.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

LiquidForceMage
Mon Sep 29, 2003 8:53 pm
#48

agreed

the pvp issue DEFINATELY needs to be addressed primarily for kiters

but when a commando is shooting a flame 2 at you and you are STOOPID enough to run into it and NOT WAIT FOR THE DELAY then YOU DESERVE TO LOSE

IT MEANS YOU DONT KNO HOW TO PVP COMMANDOS AND IT MEANS YOU DONT KNOW YOUR PROF

TKM ARE GUARUNTEEDED(SP) FIRST HIT AND IF YOU DONT MAKE USE OF IT THEN YOU ARE A TARD


i agree kiters and eye shot will OWN TKM CONSISTENTLY UNTIL RANGED VS MELEE PVP IS FIXED

but if you are PVP'ing a commando then at least kno how to fight him b4 coming on the boards and yelling nerf

its ridiculous and being victims of the nerf ourselves we should kno how easily the bat is swung

this is coming from a TKM Commando

ya kno?

someone who plays both....

i kno its hard but give me and heavey some credit

we played enough to get where we are, and i certainly dont appreciate some novice who wasnt even in the fight dictating what did or did not happen and how or how not to play a TKM



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Valkari-TKM
Mon Sep 29, 2003 8:58 pm
#49

personaly my beefs are the **edit** dot, not really for me, because i can heal wounds, but its just insane stupid for others who can't.


The dot itself should be cureable with meditate and first aid.


if its being changed to range, my toughness needs to adopt range aswell


the over all dmg from a comando is fine, in not going to ask or whine for a nerf about that. they spent so long broken and worthless, the devs buffed them too much is all. The dmg can stay the wounds and the dot being cureable can't IMO.


all TKs and not just me the gimp wookie, but all TKs relly on speed of kill, we can't afford to engage in a fight for too long, because obviously no ones gonig to stand there and fight back most of the time. That means they run, that means we can't hit them, that means we get kited.


if we can't kill after a KD or a lunge chained to a KD and a few unarmed hit 3s we are in trouble of losing hands down.


the increasing effectiveness to armor is going to to vairable deggrees depending on who you run into gimp the TK profession, because of the range issues.


NOw if they fix those range issues were we become a force on the move, then its fixed, and im not so worried about armor. if its not then i am.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Drath_Iceblood
Tue Sep 30, 2003 12:06 am
#50

that math looks right, but for some reason, i dont get hit for 161 damage by commandos with flamethrowers in that situation. I'm a tka master with around 32% comp armor which i guess makes up the damage difference. I get hit for a lot more damage than 161 though. If i pull out carbine i'll die in 1 hit without any problem. Usually get hit for like 1300 damage in that situation and carbine gives 2.5x bonus vs melee. I simply know from experience that i can get killed in 2 or 3 hits from flame thrower without the dot. With the dot the damage is insane.



Teras Kasi Master/Master Carbineer/Master of Past and Present
Drakforge
Tue Sep 30, 2003 12:31 am
#51

Watch out commandos.. remember when all the people cried out about CH?


Look what happened to them..


Prepare for the nerf stick...




Been there... Done that..
*Kauri*Interpid*Test Center*
Xytroncore
Tue Sep 30, 2003 1:05 am
#52

I ask you who has the advantage? if you seriously think TKM does at close quarter range as it is now, then we disaggree, and disaggree on a large scale.



The master commando misses, he dies.....the master commando hits, the master TKA MIGHT die.....and considering commando's only hit around 70-75% of the time that's not a very good thing for the commando.....how ofter does a master TKA miss? Never.




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